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SimCity 4 General Discussion and Tutorials => Tips, Tricks and Tutorials => Tutorials on Custom Content Creation => Topic started by: jeronij on January 13, 2007, 07:03:10 PM

Title: How to create Plopable items for the Mayor Menu
Post by: jeronij on January 13, 2007, 07:03:10 PM
Hello dear SC4 Devotion members,

I am trying to find an easy way to move posts from other forums. I will start with a tutorial I posted in Simtropolis some time ago. I hope you find it interesting and easy to follow.

Start to moving post....


Important before you start !!!. You will need Ilives Reader tool to follow the instructions contained in this tutorial. Download it here: Ilive Reader 0.9.3

My suggestion to start a new single plopable tree (or whatever model) mod:

MAKING A PLOPABLE TREE (OR WAHTEVER MODEL) MOD

1) Open an existing mod with Ilives Reades. I used the Yucca as example but you can use anyone that contains only one exemplar. There are mods with more than one exemplar, but they are out of the focus of this tutorial.

2) "Go to File --> Save as" and save it with a new name and under a new folder if necessary.

3) Now study carefully this picture and pay attention to the colour's relations.

1st PHASE

You must give the files on the left unique Instance ID's. To all except to the Dir file. You can do this by selecting the file, and then going to "Tools --> File Info --> Edit"
You can edit the instance field with your new ID values.
Once done click "OK" Do this for the following files:
LTEXT file 1 LTEXT file 2 Exemplar file PNG File * Important !!!: Make sure the Exemplar and the PNG do have the same instance ID !!!
You should be able to use any ID range you want, excep the A53A range (which is the one I use). So it would be a good idea to select a IDs range before starting modding.
Once you have decided your IDs range, check that they dont conflict with other plopable mods:
A53A**** Jeronij mods
FF5F**** Andreas Roth's mods
16****** Maxis trees / Goldiva's mods / Arkenberg Joe
073D**** PEGs mods
1945**** FronTheAshes mods
(Maybe I am missing someone, if so just let me know and I will update the list) So DONT use any of these ranges. You have millions of free ranges available !!!
ADDED January 2011 -->  Check the current reserved ranges list at the end of this post

2nd PHASE

Once you have updated your IDs, it is time to save ;-D

Once you have saved the mod, it is time to explain the pic.

1 RED : Exemplar name. Change this value to an unique name that identifies your new mod. Just double click on it, change the name and hit Apply to update the value.

2 BLUE : Exemplar ID.The value on the left is linked to the value on the right. You must update the value on the right to make it match with the value on the left.

3 GREEN : This is the mod name that you will see in the game. The value on the left is linked to the value on the right. You must update the value on the right to make it match with the value on the left. Once done, you can click on the LTEXT file and you can change this text on the rigth side of the screen. Dont forget to click on Apply for the changes to take effect.

4 LIGHT BLUE : This is the description that you will see in the game. The value on the left is linked to the value on the right. You must update the value on the right to make it match with the value on the left. Once done, you can click on the LTEXT file and you can change this text on the rigth side of the screen. Dont forget to click on Apply for the changes to take effect.

5 BLACK : This is the icon file that you will see in the game. The value on the left is linked to the two properties on the right. You must update the values on the right to make them match with the value on the left. See below if you want a custom icon.

6 YELLOW : Resource Key Type 1. This is the link to the 3D model. The values of this property are the Type Group and Instance IDs of the tree model that you are trying to plop. The easiest way to update this value for me is: Dont close the active Ilives Reader window and open a new Ilives Reades session. In the new session, open the file containing the descriptor for your 3D model. It could be a separate SC4Desc file or it could be an exemplar file contained in a BIG dat file. Anyway, you have to find the exemplar that belongs to the wanted tree.Once you have found the exemplar file, go to its Resource Key Type 1 property and open it. Select all the values in the "Values as Text" field at the bottom of the property window and copy it to clipboard (Crtl+C) Now change to the initial Ilieves Reader session, select the Resource Key Type 1 property of your new exemplarand open it. Select all the values in the "Values as Text" field and delete them (Del). Now paste the values from the precedent step into this field (Crtl+V) Hit Apply. Go to File and Save. At this point, you can start your game and test your mod. Make sure the mod file is found in one of the game's plugins folders as well as the tree model. If you followed the instuctions strictly, you should be enjoying your new mod ;-D .

If not, read again the tutorial and make sure you understand the file relations, and you understand what you are doing.

3rd PHASE

Want a custom icon?

Once the tree can be plopped you can take a pic to create your custom icon. Making custom icons is out of the scope of this tutorial.You can find a very useful one here:Creating Custom Lot Icons by Deadwoods. Great work btw !!!

Once you have you brand new icon, it is time to import it into your mod !!!.

Open you mod with Ilives Reader ( if it is not opened already) and once the file is loaded, right click on the left side on the window, under the files list. Select "Insert and Compress File". Search the icon file you made (.png) and accept. A list shows up. Select PNG and hit OK The new file shows now in the file list, with Group and Instance set to 0. You have to correct this and update those values to the previous PNGf file ones. Fortunately you have in this moment both files available so it should not be a big problem to find the needed values. If you did it right, you should have now two png files with the same Type, Group and Instance values. Now select the old png file ( you can see the image on the left side of the window if you are not sure ;-D) and right click on it. Select"Remove file". Hit "Yes" if asked to confirm deletion. Now you should have only one png file. YOUR png file ;-D

Save the mod and test it in game. If you did it right, you should see it with the new icon.

There are some other properties that you may want to change, like the Item Order or the Plop cost, which are self explaining and quite easy to cahnge.

There are some other specific flora properties which are only partialy known, but you dont need to know about them for this single mods. The know information can be explained in a future tutorial about multi model mods if necessary.

I hope the information contained in this tutorial is useful for you.

Feel free to share your feedback !!! Jeronij 2006

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End to moving post....

Mmmm, it seems something went wrong while updating the tutorial... I will fix it asap  ;)



2013 - UPDATE  -

LIST OF KNOWN RESERVED ID RANGES

001a**** netmod mods
0621**** Marsh mods
073D**** PEGs mods
120***** tb7
16****** Maxis trees / Goldiva mods / Arkenberg Joe mods
1945**** FronTheAshes mods
1962**** Badsim mods
2707**** Mrbisonm mods
2801**** Sandrasim1 Mods
2AB4**** Heblem mods
2B2C**** 2b2gbi mods
33AA**** Lowkee33 mods
4B7C**** nbvc mods
54F***** scirius mods
5F83**** Simfox mods
5F85**** kodlovag mods
6******* c.p. / cycledog
73C***** supremec
78DA**** Orange_o_
7b85**** flunight mods
7E0D**** Swordmaster mods
81BB**** metarvo mods
82AA**** Kergelen mods
87DB**** zarzyk
ACEF**** gn_leugim
A53A**** Jeronij mods
AE85**** Tarkus mods
AF44**** Girafe mods
AF45**** Girafe mods
AF46**** Girafe mods
AF47**** Girafe mods
B191**** Bipin mods
BA19**** bap mods
BA30**** JayStimson mods
BBBB**** GameFrog mods
C008**** Simcoug mods
C56C**** Silur mods
CCC0**** CSG Design mods
CCC1**** CSG Design mods
CCC2**** CSG Design mods
CCC3**** CSG Design mods
CCC4**** CSG Design mods
CCC5**** CSG Design mods
CCC6**** CSG Design mods
CCC7**** CSG Design mods
CCC8**** CSG Design mods
CCC9**** CSG Design mods
DDDD**** Golhbul
D24C**** Knapp
D7D7**** Dusktrooper mods
EA53**** Ernestmaxis mods
EEEE**** vortext mods
F72C**** Selles mods
F750**** shokthrpy mods
F768**** epicblunder mods
F7EC**** rusekrax mods
F85C**** 11241036 mods
FF5F**** Andreas Roth mods
FFFF **** mgb204 mods
End of Edit
Title: Re: How to create Plopable items for the Mayor Menu
Post by: Alfred.Jones on January 14, 2007, 12:23:23 AM
Thank so much for posting this Jeroni :thumbsup:
Title: Re: How to create Plopable items for the Mayor Menu
Post by: Traff on January 14, 2007, 12:33:49 AM
This is of real interest and will come in handy.
Thank you.
:)
Title: Re: How to create Plopable items for the Mayor Menu
Post by: TheTeaCat on January 14, 2007, 02:14:30 AM
Thank you for sharing this with us ;D

Nice clear info as usual from you  &apls
Title: Re: How to create Plopable items for the Mayor Menu
Post by: FromTheAshes on May 29, 2007, 03:19:19 PM
How do I get to the screen shwon on your picture? No joke, I don't have ANY experience in Ilive's reader. When I open a .dat everything looks different...
Title: Re: How to create Plopable items for the Mayor Menu
Post by: jeronij on May 29, 2007, 03:32:19 PM
Make sure you open a mod file. Depending on your configuration, the Reader opens the last used file. Or even Maxis files.

Once you are sure you have a plopable mod file opened, click on one of the files on the left column, to see the associated properties/values on the right column, where you can edit them.
If you click on a exemplar file you will get the properties associated to that exemplar
If you click on a text file you will see the text
and so on ...

I hope you get the idea  ;)
Title: Re: How to create Plopable items for the Mayor Menu
Post by: FromTheAshes on May 29, 2007, 03:37:58 PM
Ahhhm actually this is what I get after opening a mod file (should be one.. I used ploppable water, which should be the same as a tree)
Title: Re: How to create Plopable items for the Mayor Menu
Post by: jeronij on May 29, 2007, 04:11:59 PM
You are on the way  :thumbsup:

Scroll down the list on the left until you find a Entry named exemplar. Click on it, and on the right you will see the properties.

To change the values in the left column items:
Select the item and  click on the "File Info" Icon.  In that screen you can change values like Group Type and instance for the exemplar, text, textures and models files.

To change the values on the right (exemplar):

Double click on on one property. You can change the values in that screen. Dont forget to click Apply before closing it

I hope this quick guide is helpful. Idont have the time to explain this further  ;D

(Btw, what you see in your picture is a S3D entry type, which is a prop model for a determinated zoom and rotation. On the left column you can see the S3D file Group Type and ID, and on the right you can see the model itself,with some useful, but delicated features to edit the model)
Title: Re: How to create Plopable items for the Mayor Menu
Post by: FromTheAshes on May 30, 2007, 12:11:45 AM
Thanks, the right column shows what I was searchin' for now. But in the left there is only one entry:
45      Dark Blue Water Flora by sorchin      0x0F Flora
Title: Re: How to create Plopable items for the Mayor Menu
Post by: jeronij on May 30, 2007, 02:05:21 AM
Make sure you have the reader correctly configured. It seems to me that you dont have the properties.xml file correctly linked. Check the Reader's configuration options. Usually this file (properties.xml) is found in the same folder that the Reader.
Title: Re: How to create Plopable items for the Mayor Menu
Post by: FromTheAshes on May 30, 2007, 07:26:31 AM
This works so far, thanks a lot!
Now I've got another problem; my mod does not appear in game. :angrymore:
Can somebody check the file?
Title: Re: How to create Plopable items for the Mayor Menu
Post by: Andreas on May 30, 2007, 08:28:42 AM
Apparently, the exemplar file got corrupted or something, it displays as "unknown" in my Reader installation. Also, the icon is blank, but I assume you included a blank template for the time being.
Title: Re: How to create Plopable items for the Mayor Menu
Post by: FromTheAshes on May 30, 2007, 08:43:25 AM
I didn't know how to change the icon file.
Well, actually I amde everything as shown in the tutorial. Don't know what happened :(
Title: Re: How to create Plopable items for the Mayor Menu
Post by: jeronij on May 30, 2007, 11:37:17 AM
Well, you did not carefully follow the tutorial  $%Grinno$%

First I suggest you to use one of my  mods as a basis, so I can help you better.

You did change the Type and Group for all the files. This made the mod corrupt. You only have to change the values marked in the tutorial. Nothing else.
You did not change the exemplar ID to match
There are properties in the mod which are not necessary, like orient to slope , and other which are missing and are necessary like the plop cost.
I suggest you to use your own ID range for your exemplars: B5300000 for example

You should try again, but on a new basis, and without rush  ;)

( Btw, I could recover th file, but for some weird reason, if Sorchin mod is not present, the game chrashes. That is what I say to use one of my mods)
Title: Re: How to create Plopable items for the Mayor Menu
Post by: FromTheAshes on May 30, 2007, 01:33:24 PM
Ok, I aint got any model with only ONE tree, there are allways some more trees to choose by klicking several times, you know what I mean. Can I delete all the Exampler files except one?
Title: Re: How to create Plopable items for the Mayor Menu
Post by: jeronij on May 30, 2007, 03:57:19 PM
The trees in this one:  http://sc4devotion.com/csxlex/lex_filedesc.php?lotGET=245 are single model mods. You can use them as the basis  ;)

Title: Re: How to create Plopable items for the Mayor Menu
Post by: FromTheAshes on May 31, 2007, 10:33:25 AM
Some of the properties on the right are not abled to change. When I type in any ID, it will get 0x0000000 after hitting the apply-button  %wrd
Title: Re: How to create Plopable items for the Mayor Menu
Post by: jeronij on May 31, 2007, 12:24:13 PM
You can not write any value at any property. If the value turns to 0x00000000 it is surely because you are inserting invalid data values ( out of the allowed range )
Make sure you are editing the right property, and adding the right values.
I'd suggest you to open two instances of the Reader, and visualice the original mod in one instance, and the mod you are working with in the other instance.

I'd also suggest you to re-check these tutorials:  http://www.simtropolis.com/forum/messageview.cfm?catid=149&threadid=76307&enterthread=y

They are not directly related to your project, but they will help you to familiarize with the Reader, and make things easier  ;)
Title: Re: How to create Plopable items for the Mayor Menu
Post by: FromTheAshes on June 03, 2007, 10:59:05 AM
I typed in "B5300000" as the ID at "Exemplar file". After saving and reopening it, Exemplar file turns to "Unknown". Theres just a few signs at the right column now.
Title: Re: How to create Plopable items for the Mayor Menu
Post by: jeronij on June 03, 2007, 02:47:00 PM
can you attach the file pls ?¿
Title: Re: How to create Plopable items for the Mayor Menu
Post by: FromTheAshes on June 03, 2007, 02:56:34 PM
Three files includet:
FTAbaum.dat = The mod (or the thing that should be a mod ^^)
the .sc4lot
and the .desc
Could you please be so kind to do the following: Create a new tree mod outa this files. Then attach it here. I will check the file to see, how the IDs are filled in and everything... When I see how it works, I will be abled to do the next mods on my own I guess. That would help me alot. Just if you have the time, of course!
Title: Re: How to create Plopable items for the Mayor Menu
Post by: FromTheAshes on June 06, 2007, 05:02:04 AM
Ahm, you don't need to anymore ;) I've tested it without changing the exemplar ID and it works very well.
(http://img166.imageshack.us/img166/2867/screenipg0.jpg)
Now there are two questions left.
1)Will this mod work beside others (because of the ID...)
2)Why is it 42kb? Thats huge, around 15kb would be normal, or not?
Title: Re: How to create Plopable items for the Mayor Menu
Post by: jeronij on June 06, 2007, 10:04:12 AM
FTA, good progress so far  :thumbsup:

You are almost there  ;)

To quick answer your questions:


1) No
2) Maybe because you did not compress the png ?¿. You have to choose "insert and compress" option when inserting an external png. I can be wrong of course  ::)

Title: Re: How to create Plopable items for the Mayor Menu
Post by: FromTheAshes on June 06, 2007, 10:43:05 AM
Ok
1) I changed the examplar ID on the left and on the right. But ingame it's just copying another mod, so I have that one twice and my mod doesn't exist anymore.
2) I found the propblem: My .sc4model got 33kb. I think thats pretty big. And I actually change the icons using the LEProp. Dunno if it compresses them automaticly.
Title: Re: How to create Plopable items for the Mayor Menu
Post by: Andreas on June 06, 2007, 10:46:04 AM
Well, 33 KB for a tree model isn't that large. It's hard to see how detailed your tree is in that screenshot, but the size seems reasonable. BTW, it looks like your tree trunk is rather white - this is quite unusual for a chestnut tree.
Title: Re: How to create Plopable items for the Mayor Menu
Post by: jeronij on June 06, 2007, 11:24:44 AM
If you have a working mod, as you showed in the pic, then go to the tutorial post, and follow it carefully. You have to change all and only the remarqued values/properties in the tutorial. No other one at all. If you follow the order that I show in the tuto, you should not have problems.

It is not enough to change the exemplar ID value. You must change all the properties/values that I mention in the tuto.

Since this is your first experience with the Reader, I please you to not discourage  ;) . Once you get the first working, it will be a party  :thumbsup:
Title: Re: How to create Plopable items for the Mayor Menu
Post by: FromTheAshes on June 06, 2007, 11:40:20 AM
Well, 33 KB for a tree model isn't that large. It's hard to see how detailed your tree is in that screenshot, but the size seems reasonable. BTW, it looks like your tree trunk is rather white - this is quite unusual for a chestnut tree.

Yep, when I made the model, I didn't know that it's an Aesculus tree :D Just looked that up when I made the mod.

If you have a working mod, as you showed in the pic, then go to the tutorial post, and follow it carefully. You have to change all and only the remarqued values/properties in the tutorial. No other one at all. If you follow the order that I show in the tuto, you should not have problems.

It is not enough to change the exemplar ID value. You must change all the properties/values that I mention in the tuto.

Since this is your first experience with the Reader, I please you to not discourage  ;) . Once you get the first working, it will be a party  :thumbsup:

I do never give in, when I really want to follow an aim ;) That's one thing everybody should know about me :P
Well, I'll try this untill it works now!  :D

EDIT: Yeahi, it works so far :) I can see the Mod in my mayor mod menu now. BUT: Game crashes to desktop when I click the icon.
Title: Re: How to create Plopable items for the Mayor Menu
Post by: FromTheAshes on June 07, 2007, 04:57:41 AM
Another problem. Dunno what I changed, but at the moment my mod doesn't appear in the game anymore  %wrd Could someone please check out the file?
Title: Re: How to create Plopable items for the Mayor Menu
Post by: jeronij on June 09, 2007, 07:38:24 AM
The dir file is corrupted.

Do the following to fix it:

a) Open the Aesculus.dat file
b) On the right list select the dir file
c) Right click on it and select remove file and remove it
d) Right click somewhere in the right list, and click on Rebuild directory file
e) Right click somewhere in the right list, and click on Reindex
f) Save the file

You are done  ;D

Btw, I noticed that you dont have the Plop Cost property in your mod, which makes it 0, Probably that is what you wanted, but you can also set that property to value=0  ;)
Also, you used the a53a**** range for your LTEXT files. I please you to correct this range, because this is the one that I am using  ::)
Title: Re: How to create Plopable items for the Mayor Menu
Post by: FromTheAshes on June 09, 2007, 08:17:36 AM
Thanks a lot!! It's almost working now. The only thing is that I see brown boxes. .sc4model and .desc files are lying in the folder and the ressource key is the same.

To the ID: Ok, I'm using 1945 instead of A53A now.
To the plop cost: I know, I just wanted to keep the list clean, so it's easyer to work with it ;)
Title: Re: How to create Plopable items for the Mayor Menu
Post by: FromTheAshes on June 11, 2007, 10:19:20 AM
Finaly I got it.
This is my first tree mod:
(http://img524.imageshack.us/img524/7691/aesculushu7.jpg)
Special thanks to
jeronij
Andreas
praiodan (trying to help is as much worth as helping in my eyes ;))

The mod will be part of a bigger set of many tree mods in several categories. So stay tuned.
PS: I'll work on the texture again, specialy on the trunk.
Title: Re: How to create Plopable items for the Mayor Menu
Post by: Andreas on June 11, 2007, 10:23:59 AM
Looking good!  :thumbsup:  I'll have to check it again, but those trees are rather large, compared to the Maxis trees. I guess they look cool as majestic trees in a large park and stuff like this.
Title: Re: How to create Plopable items for the Mayor Menu
Post by: FromTheAshes on June 11, 2007, 10:31:02 AM
Yes they are. Well, as I said I have to work on the model again, I can make them a bit smaller ;)
Title: Re: How to create Plopable items for the Mayor Menu
Post by: praiodan on June 11, 2007, 10:31:44 AM
You're welcome my friend, though there's actually no need of giving me any special thanks because I wasn't able to do anything about your problems  :-\
The luckier I am to see you got it finally and it's looking very good indeed! I can't wait to see more stuff of that.
Title: Re: How to create Plopable items for the Mayor Menu
Post by: bat on June 11, 2007, 10:59:03 AM
These are wonderful trees, FromTheAshes :)
Title: Re: How to create Plopable items for the Mayor Menu
Post by: FromTheAshes on June 11, 2007, 11:01:22 AM
there's actually no need of giving me any special thanks
I don't think so, but ok.
Thanks for the kind words guys.
Title: Re: How to create Plopable items for the Mayor Menu
Post by: jeronij on June 11, 2007, 11:30:13 AM
Congratulations ¡¡¡

Best news  :thumbsup: . I am always ready to use some more trees  ;)

Btw, I hope you keep this first set in any case. I like them really  ;D
Title: Re: How to create Plopable items for the Mayor Menu
Post by: FromTheAshes on June 13, 2007, 08:51:37 AM
Thanks.
Now I'd like to create a multiple mod (maybe 3 in 1), do I only have to add 2 new exemplar files and fill them with new IDs and RKT1s?
Title: Re: How to create Plopable items for the Mayor Menu
Post by: Andreas on June 13, 2007, 09:54:19 AM
More or less, yes. Increment the instance ID of the exemplar files by one, and change the Resource Key Type 1 properties to the IDs of the new tree props. Leave out "Item Icon", "Item Order" and "Item Button ID". Then you have to add "Flora: Cluster type", "Flora: Cluster max radius" and "Flora: Cluster max height" properties to all exemplar file except the last one. For "Flora: Cluster type", you will always have to add the instance ID of the following exemplar file (that's why you have to leave it out at the last exemplar file). Simply copy the properties from another mod, and just change the IDs. And if you want to mix different kind of trees under that button, it might be necessary to add additional LTEXT labels, so you have to edit "User Visible Name Key" as well.
Title: Re: How to create Plopable items for the Mayor Menu
Post by: DuskTrooper on September 19, 2007, 10:01:26 PM
Well, hello everyone.... Nice to see things running nicely around here, since I have been inactive lately...
Anyway, I have been trying this for myself for the past several hours, and I somehow got ONE functioning file; the rest just crash as soon as they are clicked on.

Here is a pic of one of my problem dats; does anyone have any idea what's going on?  I am certain that my resource keys and such are correct....

(http://img524.imageshack.us/img524/4013/helprd8.jpg)

Am I using an allowed set of instances?  If not, can someone please tell me/assign me an allocation I could use?

Any help would be greatly appreciated!  Thanks!

Title: Re: How to create Plopable items for the Mayor Menu
Post by: Chrisadams3997 on September 19, 2007, 10:45:04 PM
Important !!!: Make sure the Exemplar and the PNG do have the same instance ID !!!
  ;)

Don't know if that' the problem as I've never tried it with them being different, but it's a good start.  Everything else looks right.

Chris
Title: Re: How to create Plopable items for the Mayor Menu
Post by: DuskTrooper on September 19, 2007, 10:58:36 PM
arrgarfff!  So, that is what the problem was  :P

Thanks for spotting this dumb oversight; I could have wasted another couple of hours figuring that out.
I probably did not see that notice in the tutorial I found on ST.  Oh well, tally ho!

Title: Re: How to create Plopable items for the Mayor Menu
Post by: Filasimo on September 19, 2007, 11:00:57 PM
Good to see ya around pare hope ya become semi active at some point  :thumbsup:
Title: Re: How to create Plopable items for the Mayor Menu
Post by: Heblem on September 19, 2007, 11:24:00 PM
anyone know how to make but for god mode?
Title: Re: How to create Plopable items for the Mayor Menu
Post by: flame1396 on September 19, 2007, 11:40:58 PM
Well cycledogg made god mode tree mods but I dont believe adding single tree plop functionality is possible with god mode
Title: Re: How to create Plopable items for the Mayor Menu
Post by: Chrisadams3997 on September 20, 2007, 01:08:58 AM
There are others that know a lot more about this than me(c.p. would be a good source ;)), but I can start to answer your question.  It's not quite as simple as doing mayor mode ploppables.  There are two properties that control how a tree acts in the god mode flora brush.  (note: this is all from my personal experience with modifying tree controllers, and might not be absolutely accurate, just how I've interpretted what I've seen)

(http://img215.imageshack.us/img215/1951/treeexemplaryo4.jpg)

First off the flora wild property has to be set to true.  The special case only property may have a role here too, but I haven't tested it.

The first one in green I don't personally understand very well, but it plays a role in how the game places the different models in a given cluster group and the spacing between the models.  My advice is to look at how Maxis and C.P. have used these values, or use an existing mod and insert your models into it with the res key 1 property, making sure to change IID's and the appropriate properties as outlined in Jeronij's tutorial.

The second controls what trees show up in different areas on a map.  If you look at the image above, it has 256 reps, yep that's right 256.  If you look at the flora tuning parameters exemplar, there's a property assigning an elevation range(this is from one of C.P.'s tree controllers, normal is 800 if I recall right)

(http://img217.imageshack.us/img217/181/floratuningparamsni2.jpg)
Basically the Flora Parameters Property divides this into 16 equal elevation areas, in this case, every 60 meters, and within each elevation range there are 16 'climate' areas(my naming), and each value in this array detiremines what trees show up in a specified climate zone in a specified elevation range.  Here's how I normally look at it(just copied to notepad, and broke it up into sets of 16, so each row represents an elevation range)

(this is the dSC4FloraPreferencesProperty values for the Maxis Oak clumps, note it looks drastically different from c.p.'s setups for this property)
(http://img215.imageshack.us/img215/5538/florapreferencesexamplevj5.jpg)

As a general rule as I've noticed it, those farthest to the left are the wettest areas(river bottoms, north slopes-yep the maxis weather simulation takes prevailing winds and elevation changes into account in it's moisture simulation) and the right ones are progressively drier(south slopes), though there could be exceptions to this.  Coincidentally, these same climate areas are used for textures.  If you have any c.p. terrain mods, you can actually see the different climate areas and you will notice using his tree mods that the trees change with the textures ;))

I can't really cover everything I've found(and the more I haven't figured out for that matter) but I'll try to cover a few more basics.

Only one 'cluster' type seems to show up in any 'slot' in the array, which indicates that there is a system that detiremines a 'dominant' tree type for that elevation and climate.  If you look back up at the flora preferences property above, any value from 0 to 1 is valid.  If one tree type had a .6 for one spot in the array, and one had a 1, the one with 1 should appear there.  Where two have the same highest value however, I haven't done enough testing to detiremine how it detiremines the correct one to place, though my guess is it looks to either the left or right in the array till one wins, but that hasn't been tested by me.

Ultimately, this means you don't only have to manage your new flora in terms of this property but have to look at it globally in terms of all trees in your plugin folder with this property.  from a simplistic standpoint, you could set the values for your flora you want to use all to 1's across the board(after taking care of the FloraParameters Property as I outlined above, very important, or you could get some very odd results) such that it will place yours at all elevations and climates.  Then if you wanted to place other flora in some areas, you'd switch it out for another tree controller in your plugins--just make sure the 'pause' button is on in this case as any trees not presently supposed to be there according to the current tree controller will be thinned out at the begining of any new months while in god mode.

Another approach I've taken is to copy the floraprefences property of a flora type in your present tree controller occupying the areas you want your flora to show up in, paste it into your flora, then set the original flora's preferences property all to 0, effectively replacing it with your new flora.

Outside of that, adding it in requires a lot of knowledge and micromanagement of the FloraPreferences Properies.  Hope this helps(and doesn't discourage you) and maybe someone else can shed some more light on the subject to fill in my gaps :D.

Chris
Title: Re: How to create Plopable items for the Mayor Menu
Post by: dedgren on February 04, 2008, 08:49:43 PM
We miss you, Chris...

* * *

I have probably memorized every post in this thread by now.  Being able to plop props is such an incredibly powerful tool- it's not something that is a silver bullet, but used wisely one could sufficiently randomize the inevitable regularity that a lot-based game (without regard as to whether that lot is growable or ploppable) imprisons us within.  RL is the ultimate randomization factor.  We can use ploppable props wisely to break out of our lot-based shackles, and it is worth knowing everything we can about this powerful tool.

* * *

I think about this game a lot.  I spend some days just thinking about it (probably when folks would rather have me posting).  Probably the one thing I wish for the most right now is to know whether it is possible to do ploppable seasonal props.  Probably everyone knows why- ploppable seasonal trees would be the 3RR holy grail.  I feel like I sound selfish...

* * *

I've now spent the best part of several days trying to get a four-exemplar seasonal tree ploppable to work.  It doesn't.  Jeronij indicated that this might be possible in his first posts here.  Does anyone have any "Crazy Eddie" [linkie] (http://en.wikipedia.org/wiki/The_Mote_in_God%27s_Eye) input here?  Is this possible?  My sense is that the game draws the first plop and then doesn't return to it to refresh with future seasonal iterations.  Has anyone found anything any different?

If you've figured this one out- you are literally guaranteed a seat in 3RR Valhalla.  I'll personally nominate you.


David
Title: Re: How to create Plopable items for the Mayor Menu
Post by: jeronij on February 05, 2008, 02:46:52 AM
I cant find all the info atm, but I was able to recover this explanation about this:

Hello again,

I dont remember well the RKT4, its been a long time since I worked with them, but the models were changed by some values in a Flora Property.

Quote
Quote from Brian/aka Cycledogg:
Actually, you can control how often the trees change.  Just not very accurately, because of what I already mentioned.  The interval is controlled by the kSC4FloraParametersProperty.  The 6th and/or 7th rep of the kSC4FloraParametersProperty controls the overall interval (in days).  So if you set those to 36500 for example, the total cycle will last 100 years.  The first rep controls the total length of the first two segments of the cycle (and this is apparently split in half to get the length of each of the two individual segments).  So, if you use 7300 for the first rep, each of the first two segments of the cycle will be ten years.


And this works !!!. I have a model somewhere in my HD, whixh is a seasonal plopable tree ;)

This explanation is based on the growable Maxis flora exemplars ( which are plopable) and the use of RKT4 type props. You can contact me if you want so I can give you a hand with that. It would be great to help give 3RR its Holly Grial  ;) ¡¡¡
Title: Re: How to create Plopable items for the Mayor Menu
Post by: jeronij on February 05, 2008, 07:54:47 AM
Still some more info:

Quote from: c.p.
These trees look great. :D
The problem with seasonal mayor mode (or god-mode) trees is they are flora, not props, so the Simulator Date Interval, etc doesn't apply.  I tried making seasonal god-mode trees a while back, but I eventually gave it up because I could only get them to change "seasons" at random times of the year.
One thing preventing true "seasons" is it seems that the first of every month, the game checks 1/24 of the flora in the city for changes that may need to be made, so that it takes 24 months for all the trees to be checked and changes made (growing trees for example).  This 24 month period can be reduced to one month (I forget the exemplar where you can do this), but the resulting game lag is horrible.  But maybe there is a way around these things?
Title: Re: How to create Plopable items for the Mayor Menu
Post by: dedgren on February 06, 2008, 09:11:33 AM
I've been watching with interest jeroni's posts here and a corresponding discussion over at the BSC site- these raise a question: has anyone ever done a central catalog of the "game" environment exemplar properties, such as the one C.P. refers to that controls the flora update interval?  I am familiar with the brief descriptions that are available in the Reader, but these are frequently cryptic to the point of uselessness.  That would seem like really worthwhile knowledge to have at hand.

EDIT:  Here are several properties that sound similar to the one that jeronij's post notes:

Prop Random Chance                 0x4A751AD5      Uint8      Random chance (0-100) of this prop appearing according to time of day and simulator date

Simulator Date Duration            0x4A764564      Uint32     How long in simulator days this prop will stay active once triggered


Note that these refer to props.

Here's an interesting sounding one.

mnMonthsBetweenCellCoverage        0x8761ABD0      Uint32     mnMonthsBetweenCellCoverage


Here, just for the record, are the seasonal prop start and end date properties.

Simulator Date Start               0xCA7515CC      Uint8      Simulator MONTH (1-12) and DAY (1-31) to start this prop's date interval

Simulator Date Duration            0x4A764564      Uint32     How long in simulator days the prop will stay active once triggered

Simulator Date Interval            0x0A751675      Uint32     How often this prop becomes active, in days.



EDIT2:  So it appears finding this exemplar (and perhaps the property buried inside it)


Quote
This 24 month period can be reduced to one month (I forget the exemplar where you can do this), but the resulting game lag is horrible.  But maybe there is a way around these things?

is critical.  I just spent the better part of the past two hours going through the list, and it wasn't apparent to me.



David
Title: Re: How to create Plopable items for the Mayor Menu
Post by: jeronij on February 09, 2008, 02:22:32 AM
Hello again,

After some thinking and much testing, I dont have very good news about this  ::)

I see two ways to get "seasonal" Mayor Mode plopable items, but they are not seasonal the same way that props in a lot are. Props on a lot change depending different simulators dates and parameters which are set in every prop. Plobable items do not allow this sort of configuration. These items ( which are flora regardless of what they look like) allow a certain models change, but it is very limited. They can change up to 3 times, and the change occurs after XXX days, counting from the placement date. So if you place one item on January, and you place the same item again in June, the second will always change six months later than the first.

The two (unsatisfactory) ways that I see to get some sort of seasonal plops:

Use Maxis's RKT5 technique, which allows tree models, but once the cycle is completed, the plop item "dies". I discard this option atm.

Use RKT4 instead the standard RKT1. This allows up to two models, I havent been able to make more models work  :bomb: , but it seems to be logical, since the RTKT4 allows two states for a model in any other circumstances ::) . I have also not been able to control the growth rate the way I want, and I dont have more time to test this atm, so I have attached to this post a working seasonal plop, which places a model which changes up to two times always.

Feel free to use this mod as the basis for your own experimentation. As mentioned in some posts above, you can tweak the 6th and 7th FloraProperties values to change the growth rate, but when I tried to make the rate=1 year, it did fail, and the model didnt change  $%Grinno$%

The mod works on my Trees Prop Pack Vol03 (Seasonal trees)   ;)
Title: Re: How to create Plopable items for the Mayor Menu
Post by: dedgren on February 10, 2008, 09:49:54 AM
Thanks, jeronij~  I'll be experimenting with your test lot today.


David
Title: Re: How to create Plopable items for the Mayor Menu
Post by: SimFox on May 20, 2008, 03:48:43 PM
I guess I’m very thick, but could someone give me some explanations regarding this tutorial, particularly some terminology used here.
I’m getting confused right from the start. The very first instruction tells to open “existing mod file”. Exactly what is that “mode file” and where one has to get it? What if it is freshly made model? Should it be a prop prior to these manipulations? Something else?
Instance ID’s. Where does one get those? Should One just make them up? What are the problems if someone will accidentally create the same exact IDs?
LTEXT, where does this come from? I don’t have it in my own made BATs/Models… I assume one can skip it as long as only one language is involved, am I correct in that assumption?
Another thing, I see exemplar type to be Flora. Where does that come from? In Plug-in Manager I can’t find that type of object to be created… Apart from Civic and RCI buildings I only see Foundations and Props.
Sorry if that is common knowledge and I’m really thick about it… It’s not intentional….
Title: Re: How to create Plopable items for the Mayor Menu
Post by: Andreas on May 20, 2008, 05:17:21 PM
Modding very often means to open an existing file in the Reader, either an in-game one like SimCity_1.dat or another mod of the same type - the latter one is obviously easier, since you only have the exemplar files, LTEXT files etc. that you really need. So the best way to start your own mod is downloading an existing one, examining it closely, and then start to modify it - it's called "modding" for a reason. ;)

As for the instance IDs, there's an index for textures and one for prop families, but as far as I can see, there isn't one for Mayor Mode items. But I'd say it would be appropriate to use the same ID range that you can aquire from the prop family index, this should be "random" enough that there aren't any ID conflicts coming up. Make sure to write down all IDs you're using, this could be helpful if someone reports a problem later.

For creating a new LTEXT file, simply copy an existing one, change the IDs and then the contents of the file. You can do the same for a flora exemplar file and virtually any other file. You don't need the Plugin Manager for creating a prop exemplar file, for instance, but you can copy an existing one, determine the ID of your model, and edit the exemplar file accordingly.

Since the Plugin Manager doesn't allow to create anything else but building, prop and foundation exemplar files, you have to copy an existing file and edit it afterwards. You could even create a lot manually (without the Lot Editor) if you'd knew all LotConfig properties from memory, but that would be very tedious, obviously. ;)
Title: Re: How to create Plopable items for the Mayor Menu
Post by: SimFox on May 22, 2008, 04:35:46 AM
So, if I want to create a Flora tree I have to export model, Make it into a prop, then open Desc File and change there examplar to Flora. Right?
Title: Re: How to create Plopable items for the Mayor Menu
Post by: Andreas on May 22, 2008, 08:30:56 AM
You don't really have to make a prop exemplar file (with the Plugin Manager) in the first place if you don't want to use the model as a prop, but it might be easier to do so for copying the necessary values (such as the Resource Key ID). The flora exemplar file looks different, so you should copy an existing one and then edit the IDs and properties.
Title: Re: How to create Plopable items for the Mayor Menu
Post by: Girafe on July 19, 2009, 08:41:11 AM
excellent tutorial  thanks to all and jero

I have try and i obtain this  :) :

(http://nsa08.casimages.com/img/2009/07/19/090719034136225469.jpg) (http://www.casimages.com)

Can I translate this tutorial in french for TSC  ??
Title: Re: How to create Plopable items for the Mayor Menu
Post by: jeronij on July 19, 2009, 11:27:59 AM
excellent tutorial  thanks to all and jero

Can I translate this tutorial in french for TSC  ??

I please you to do so  ;)

I am glad you got it to work  :thumbsup:
Title: Re: How to create Plopable items for the Mayor Menu
Post by: bap on July 23, 2009, 05:54:22 PM
As I have not previously seen a mention to this and as I believe this is a proper place for it, I shall remark that the thirteen rep of the kSC4FloraParametersProperty entry controls the minimum distance (in meters) allowed between the current plopable item and the other ones. For example, in the picture shown in ChrisAdams3997 reply a few messages above this, the number is set to 2m. This means it would not be possible to plop another Mayormenu flora (be it a tree, a boat or a plopable water piece) closer than 2 m from that particular Aspen 1 flora.

Therefore, if one creates a given Mayormenu flora and wishes to have it plopped very close together in a row, one suggestion would be to edit that thirteen rep to a number equal to or smaller than the width of the given flora. By selecting a number smaller than the actual width of the flora, one is entitled to nice blending and superposition of different flora exemplar, p.ex. different water brushes, or being able to put close together different types of plopable grass and trees.

Sorry if this has already been posted somewhere else and just escaped my attention.

Bap
Title: Re: How to create Plopable items for the Mayor Menu
Post by: Chrisadams3997 on July 26, 2009, 11:29:12 PM
I always considered writing a tutorial on the FloraParametersProperty, but never got around to it, but since you bring up rep 13, I thought I'd mention that rep 11 is a related property that works similarly.  The difference is that while rep 13 sets an area* around a given placed flora within which the center of another flora item cannot be placed, rep 11 defines a similar square area that is checked before a flora is placed--or, in the case of clusters, the given flora model progresses to the next in the cluster.  If the center of another flora model exists in the area defined by Rep 11, then the model cannot be placed and/or the cluster won't upgrade.

The implications of this difference are too great to discus without writing something much more thorough, as it opens a lot of possibilities, but I'll touch on it.  Lets take two extreme scenarios:

A) Actual Model Size = 5m
    Rep 11 = 5m
    Rep 13 = .2m

Here, the rep 11 is scaled to fit the exact size of the model (5m would be about the size of a small to medium tree or bush).  This means that given that other flora are already placed in the area we are trying to place our tree, it requires an area at least as large as the model itself in which both:
   1.) The center of no other flora model (or prop) falls into the 10mx10m area covered by the Rep 11
   2.) The spot we are trying to place the model does not fall into any other flora models Rep 13 area (or a prop's Occupancy Size, which also                      occludes flora placement)

Now, if we placed a number of these in an open area (no other flora, etc. in it to begin with), these will typically end up approximately 5 meters from each other (slightly more if at diagonal due to the square region, see '*' at bottom).  This is because The Rep 11 precludes them from placing any closer in this case.  But if I come back with a different type of flora with a smaller value in Both Reps than 5m, There is plenty of room left in between the original placed flora for the new, smaller flora to fit into.  Think pouring sand into a jar of rocks, it fits into the cracks.

B.) Actual Model Size = 5m
     Rep 11 = .2m
     Rep 13 = 5m

Imagine this is the same model as before, we've just flip-floped the Rep 11 and 13 values.  We'll start again looking at where it could be placed where other flora already exists.  The two conditions needed to place the flora are:
   1.) The center of no other flora model (or prop) falls into the 0.4m x 0.4m area covered by the Rep 11
   2.) The spot we are trying to place the model does not fall into any other flora models Rep 13 area (or a prop's Occupancy Size, which also                      occludes flora placement)

So immediately you see that it requires much less space in between other flora or props to initially be placed.  However, placing them in an open section like in the above example, again you'll find that they place 5 meters apart, just like before.  This is because the Rep 13 is now the larger is therefore is the first of the two properties to exclude additional models from being placed any closer than 5 meters.  Given only one model is being placed into a space, the larger of the Rep 11 or 13 for that model will always define the average spacing of models, the difference between using one or the other as the larger value(if they are not kept equal) is only seen when interacting with other models within or without the model in questions cluster.

To make a good example, we again look at what happens when we try to place a different, smaller flora model (example: Rep 11 & 13 both equal 1m) in between the originally placed models.  Despite the fact that they are still 5 meters apart from each other as in Scenario A, now each of those placed flora broadcasts a 10x10m Rep 13 around itself into which nothing else can be placed.


To Wrap it up, I'd say that in most cases, you don't necessarily need to specialize a flora one way or the other, it's sufficient to remember that when increasing or decreasing Rep 13, Rep 11 needs to be changed as well.  If there is reason however, it is possible to create varying degrees of the two situations I described (in extremity albeit) above, as well as have further interaction with differing max cluster sizes for clustered flora, the possibilities are quite large if the time is taken to think it though.

Hope that wasn't too confusing ;)
Chris



*The area defined by Reps 11 and/or 13 is not a circular diameter, but rather a square whose sides are located the length of the rep 13 value from the center of the placed flora, e.i. rep 13 = 2m, then it's a 4x4 square around the placed flora.  The primary implication of this is that the distance a Rep 11 or 13 area covers from the center of the flora it surrounds is somewhat greater at a diagonal angle than in a straight line, by up to 1.41  times the distance at 45 degrees (which is the square root of 2, derived from the pythagorean theorem).
Title: Re: How to create Plopable items for the Mayor Menu
Post by: Girafe on September 18, 2009, 12:50:52 PM
I have a question with a seasonal prop in mayor mod ; I search to plop in mayor mods skiers that appear jsut in winter and disappear in spring ; it would be possible ? and if yes how can I make ?

many thanks

ps : I took id'srange AF44xxxx & AF45xxxx it's ok ?
Title: Re: How to create Plopable items for the Mayor Menu
Post by: thingfishs on April 21, 2010, 08:41:46 AM
I have been following this tutorial and have reached the end, but it's not working. I can see my item in the mayor mode menu, with it's description (but without an icon, which was expected), but when I place it I get a CTD. I lost track a bit of what was in what file (I ended up with a model, desc, dat & descdat? files) I have posted these here in case anyone can spot my mistake:
http://easy-upload.nl/f/1V8gPQGq (http://easy-upload.nl/f/1V8gPQGq)
Title: Re: How to create Plopable items for the Mayor Menu
Post by: BarbyW on April 21, 2010, 12:19:16 PM
It is not a good idea to have a file with two extensions as you do with TF_prop_WP_rushesreader-0x6534284a-0x987dbba5-0x58d9e5f8.SC4Desc.dat
I haven't looked too closely at the whole thing but I will do later.
Title: Re: How to create Plopable items for the Mayor Menu
Post by: BarbyW on April 21, 2010, 02:46:28 PM
I have had a look at your files and have the following comments.
1. Resource Key type 1 is missing the first property - 0x27812821
2. Item Icon and Item Button ID have the incorrect property. It should be 0x24240001
3. In the tutorial the following is emphasised in red:
Quote
* Important !!!: Make sure the Exemplar and the PNG do have the same instance ID !!!

Yours don't.

4. Jeroni put the following at the end of phase 2.
Quote
If not, read again the tutorial and make sure you understand the file relations, and you understand what you are doing
Do you understand the file relations and what you are doing? If not read the tutorial again until you do understand.

This may seem a bit harsh but you are trying to do too many things without understanding the basics of filename conventions and SC4 conventions.
Title: Re: How to create Plopable items for the Mayor Menu
Post by: thingfishs on April 22, 2010, 12:12:31 AM
it doesn't seem harsh at all. I know that the way I go about things is liable to frustrate people (mostly myself ;)). I read that line in red several times, I remember triple checking it, yet for some reason I read it every time as saying make sure they do not have the same ID...
(http://imgur.com/7rWaz.gif)

I do have some issues in absorbing information from text, and I am generally able to do OK (in RL) by jumping right into things and figuring it out as I go. But I do realise things are a bit different here. I am also so overwhelmed by the scope of SC4 that I am inclined to learn a bit of everything; so I don't feel like I'll never get my head around what I want to.

I still can't believe it says "do have"  &ops &ops :D Thanks again for your help.


<EDIT> I have since been able to get them to work as expected.  ;D The problem now is how to get them to place more accurately. As it is they plop quite a distance away from where the cursor is. (could this be another offset issue I wonder...)
Title: Re: How to create Plopable items for the Mayor Menu
Post by: dedgren on May 20, 2010, 09:30:52 PM
I have a question with a seasonal prop in mayor mod ; I search to plop in mayor mods skiers that appear jsut in winter and disappear in spring ; it would be possible ? and if yes how can I make ?

If anyone is still interested in the answer to this question, I'd be happy to do a tutorial over at 3RR.


David
Title: Re: How to create Plopable items for the Mayor Menu
Post by: Silur on May 20, 2010, 11:06:54 PM
Yes, David ...
I think, it will be very interesting for all  :thumbsup:
Title: Re: How to create Plopable items for the Mayor Menu
Post by: joelyboy911 on May 20, 2010, 11:34:42 PM
I think yes too, but maybe copy it over here to the tutorial section as well, for easy finding?
Title: Re: How to create Plopable items for the Mayor Menu
Post by: Lowkee33 on November 06, 2010, 10:44:28 AM
Hi all.  I was starting at Reader for a long time last night, and although I saw this thread, I didn't read past Jeronij's first post.  I posted a question Here (http://sc4devotion.com/forums/index.php?topic=11977.0).  Since my last post I have tried from scratch a few times.  I have been using the Draggable Paths as a template.  If I copy/paste RKT1 into one of the Draggable Path Exemplars, then my model does show up.  I still cant get it to work when I make it from scratch though.

Quote
If anyone is still interested in the answer to this question, I'd be happy to do a tutorial over at 3RR.

Me too :).  I have been playing around with the Flora Parameters myself, and want to post some things:

1)Rep #1 seems to change the rate that the models change.  Dedgren's Holy Grail Flora have this set to 182.5.  In hopes to make a >3 model change I set this to 92.  The models changed much faster, but no luck on more than three.  I also noted that the models did not change every 92 days, but more like 60.

2)I have also played with Rep #13 and have some discoveries (at least for this thread).  Different flora are not effected by each others 13th rep.  Again, I have been editing Dedgren's trees.  In this picture the White Oak has been given a value of 60, the Elm a value of 30, and the Burr Oak a value of 15:

(http://img573.imageshack.us/img573/7021/13threp.jpg)

I planted the white oaks first, then the elms, and then the burr oaks.  By using large numbers I hope to get reasonably realistic forests by simply plopping trees with no regard :).

Another effect that the 13th rep has is the distance from the edge of the city that the flora can be planted.
Title: Re: How to create Plopable items for the Mayor Menu
Post by: Lowkee33 on November 08, 2010, 12:46:51 PM
BTW:  Is it okay if I start using 0x33AA####?
Title: Re: How to create Plopable items for the Mayor Menu
Post by: jeronij on November 08, 2010, 01:55:37 PM
BTW:  Is it okay if I start using 0x33AA####?

It sounds like a safe range to me. Not mentioned elsewhere in the forums  :thumbsup:
Title: Re: How to create Plopable items for the Mayor Menu
Post by: Andreas on November 08, 2010, 02:04:34 PM
As far as I know, there is no index, like with the textures or the prop families. For myself, I picked some IDs from my internal prop family range that I chose before the prop family index was even created. ;)
Title: Re: How to create Plopable items for the Mayor Menu
Post by: Lowkee33 on November 08, 2010, 03:09:57 PM
Excellent.  Thanks  :)  I made Orange's stone walls into mayor flora plop.  Is that something people are interested in?

I have found that a 13th rep of <.4 makes them able to be placed between farm fields, but they look a little strange.

As for Flora/Family range:  I think I would like to keep two separate lists right now. Plus 33aa#### is much easier to type than my family range.  ;) 
Title: Re: How to create Plopable items for the Mayor Menu
Post by: Girafe on November 08, 2010, 03:54:34 PM
yep, interested in  :P
Title: Re: How to create Plopable items for the Mayor Menu
Post by: marsh on December 18, 2010, 03:46:22 AM
How would you make it so that every time you click, a different model (tree) appears?

Andreas said something about it in a post a page or 2 back, but I'm confused by it.

thanks, marsh
Title: Re: How to create Plopable items for the Mayor Menu
Post by: Lowkee33 on December 18, 2010, 10:08:50 AM
I assume you have made a successful single-click flora using the tutorial.  Getting that right is the most complicated part.

Say you want to click through three models.  The first model will be the one you just made with the tutorial.

More or less, yes. Increment the instance ID of the exemplar files by one

You right click on the exemplar, click "clone", type "2" in the top box, check the box next to "Instance", and type "0x00000001" there.  When you click "okay" you will have three Identical flora exemplars who have increasing Instance values.
 
Quote
and change the Resource Key Type 1 properties to the IDs of the new tree props. Leave out "Item Icon", "Item Order" and "Item Button ID".

They are identical files, so the RKT1 points to the same tree.  You have to find the TGI of the model you want and change the RKT1 to that for the new files.  As well as taking out the Icon, Order, and Button Id.  Make sure to change the "Exemplar ID" as well.

Quote
Then you have to add "Flora: Cluster type", "Flora: Cluster max radius" and "Flora: Cluster max height" properties to all exemplar file except the last one. For "Flora: Cluster type", you will always have to add the instance ID of the following exemplar file (that's why you have to leave it out at the last exemplar file).

For the first tree "Flora:Cluster Type" is the Instance of the second tree.  For the second tree, it is the Instance of the third tree.  The third tree doesn't have a model after it, so it does not need this property.  This is why it was good to make the Instances close to each other.

Radius and Height determine the area around the center of the model in which the click cycle will happen.  Small values make it harder to make them cycle.  Large values make it hard to make a dense forest of the first model.  I believe the last model needs these two properties. 

If you have more than three models, then treat the additional models as you did the second tree.
Title: Re: How to create Plopable items for the Mayor Menu
Post by: marsh on December 18, 2010, 06:38:45 PM
Thanks Lowkee.  :)

I successfully made Frogface's slums into Plopables.  :)

Theres 3 different sets of them.

(http://img714.imageshack.us/img714/8352/img0111tut.jpg)
Title: Re: How to create Plopable items for the Mayor Menu
Post by: Lowkee33 on December 18, 2010, 07:07:03 PM
There you go :D

Unfortunately, there is no way to ensure the proper rotation.  4 (or more) of the same model in a chain would make it more likely to get the rotation you want.
Title: Re: How to create Plopable items for the Mayor Menu
Post by: marsh on December 18, 2010, 07:12:37 PM
Yea...  &mmm But I don't want my menus cluttering up.  :P

If you look i edited the post. I've gotten 3 sets done.  :)
Title: Re: How to create Plopable items for the Mayor Menu
Post by: CSGdesign on January 01, 2011, 03:15:49 AM
We'd like to register a range please, but not sure who to PM, so asking in here...
Can we register the range ccc0 through ccc9 plz?
Title: Re: How to create Plopable items for the Mayor Menu
Post by: RippleJet on January 03, 2011, 09:00:49 AM
We'd like to register a range please, but not sure who to PM, so asking in here...

Maybe Jeroni should keep an updated index of reserved ranges in his opening post... :)


Can we register the range ccc0 through ccc9 plz?

Who are we? ::)
That's a huge range for one person... over 40,000 ploppable items... :P
Title: Re: How to create Plopable items for the Mayor Menu
Post by: CSGdesign on January 08, 2011, 01:14:42 AM
We are CAT.  Content Apprenticeship Team.  Only just new so not worth hoo-harring about but we'd like to reserve a range to prevent conflicts of content in future.

I'm only reserving a large number cuz it's a block... blocks are a lot easier to deal with and since there are a huge number of ranges I didn't think it'd matter how many we reserved.

You have millions of free ranges available !!!

So if nobody has already used/reserved any of the ccc range, we'll block out ccc0 to ccc9 please.

Thanks guys.
Title: Re: How to create Plopable items for the Mayor Menu
Post by: jeronij on January 08, 2011, 03:42:59 AM
As proposed, I have updated the opening post and added the known reserved ID ranges. Or at least, all which I was able to find...   ;)
Title: Re: How to create Plopable items for the Mayor Menu
Post by: CSGdesign on January 08, 2011, 09:19:52 PM
Thanks Jeronij!
Title: Re: How to create Plopable items for the Mayor Menu
Post by: dedgren on January 09, 2011, 01:02:20 AM
I had forgotten about the 11 part tutorial I did a couple of years back on the 3RR Plopperizer™ process of turning props into plops.  There's no secrets revealed in it beyond what you can glean from reading this thread carefully, but it is step-by-step detailed for those who might be a little bit tentative about doing these.  Here's where to find the parts:

  Part One [linkie] (http://sc4devotion.com/forums/index.php?topic=112.msg181757#msg181757)
  Part Two [linkie] (http://sc4devotion.com/forums/index.php?topic=112.msg181906#msg181906)
  Part Three [linkie] (http://sc4devotion.com/forums/index.php?topic=112.msg181998#msg181998)
  Part Four [linkie] (http://sc4devotion.com/forums/index.php?topic=112.msg182091#msg182091)
  Part Five [linkie] (http://sc4devotion.com/forums/index.php?topic=112.msg182272#msg182272)
  Part Six [linkie] (http://sc4devotion.com/forums/index.php?topic=112.msg182367#msg182367)
  Part Seven [linkie] (http://sc4devotion.com/forums/index.php?topic=112.msg182436#msg182436)
  Part Eight [linkie] (http://sc4devotion.com/forums/index.php?topic=112.msg182779#msg182779)
  Part Nine [linkie] (http://sc4devotion.com/forums/index.php?topic=112.msg183278#msg183278)
  Part Ten [linkie] (http://sc4devotion.com/forums/index.php?topic=112.msg184006#msg184006)
  Part Eleven [linkie] (http://sc4devotion.com/forums/index.php?topic=112.msg184295#msg184295)

If anyone would have any questions about the process, don't hesitate to PM me, or just stick up your hand in a post over at 3RR.


David
Title: Re: How to create Plopable items for the Mayor Menu
Post by: nekseb on January 09, 2011, 03:47:31 AM
Hi David,
I also saw your tut in the wiki-section of SC4D, but it seems that it is incomplete?

Can you also update this?

By the way:
It would be nice, that all (or most) tutorials are also in the wiki-section. It's sometimes difficult to find a tutorial. Some are in the forum-section right here, some are in single threads in different sections and some are in the wikipart.

I know for this you all need time and space from RL, but...

EDITHi, nekseb!  Are there pics missing?  I didn't review- just cut and pasted (I'm good at that).  I do have all my 3RR pics pretty organized on a hard drive- I can reupload them if they have been (grumble, grumble) lost by ImageShack.

I agree about the Wiki.  I've told folks before- anything you want from 3RR is free for use anywhere, just note somewhere where it came from.  Anyone who wants to repost or otherwise use any tutorial I've done there is welcome to.  I'll help as time permits
. -dedgren
Title: Re: How to create Plopable items for the Mayor Menu
Post by: bap on January 09, 2011, 09:02:11 AM
As proposed, I have updated the opening post and added the known reserved ID ranges. Or at least, all which I was able to find...   ;)

Hi jeronij , I would much appreciate if you could reserve the ID range BA19**** to me whenever possible.
Thanks.
Title: Re: How to create Plopable items for the Mayor Menu
Post by: nekseb on January 09, 2011, 09:45:30 AM

EDITHi, nekseb!  Are there pics missing?  I didn't review- just cut and pasted (I'm good at that).  I do have all my 3RR pics pretty organized on a hard drive- I can reupload them if they have been (grumble, grumble) lost by ImageShack.

I agree about the Wiki.  I've told folks before- anything you want from 3RR is free for use anywhere, just note somewhere where it came from.  Anyone who wants to repost or otherwise use any tutorial I've done there is welcome to.  I'll help as time permits
. -dedgren


It seem's that the tut at SC4D-Wiki ends in the mid of part seven...
Title: Re: How to create Plopable items for the Mayor Menu
Post by: jeronij on January 09, 2011, 12:01:20 PM
Hi jeronij , I would much appreciate if you could reserve the ID range BA19**** to me whenever possible.
Thanks.

Done  :thumbsup:  ;) !!!
Title: Re: How to create Plopable items for the Mayor Menu
Post by: Lowkee33 on January 09, 2011, 03:43:57 PM
c.p. generally used the 0x6### range.  His, and Maxis', tree controllers are 0x2a0c
Title: Re: How to create Plopable items for the Mayor Menu
Post by: Orange_o_ on January 10, 2011, 03:01:43 PM
Hi,

I use Id range 78da****

 ;)
Title: Re: How to create Plopable items for the Mayor Menu
Post by: jeronij on January 10, 2011, 03:41:28 PM
c.p. generally used the 0x6### range.  His, and Maxis', tree controllers are 0x2a0c

6******* is a quite large range. Isnt there a more specific range perhaps ?¿  ::) ... anyway, added to the list  ;)

Hi,

I use Id range 78da****

 ;)


Updated  :thumbsup:
Title: Re: How to create Plopable items for the Mayor Menu
Post by: Lowkee33 on January 10, 2011, 04:42:49 PM
6******* is a quite large range

He did some things differently than the rest of us.  Specifically, with avoiding Maxis Instances (He used the same group for every model, and tucked away instances from the texture bug).  I wouldn't be surprised if every prop exemplar in Vol_01 was a non-Maxis Instance, which are also "his" Group.


Quote
Isnt there a more specific range perhaps ?¿
63-67 then I guess.

$%Grinno$%  CP Vol_01

6320****
6323****
632a****
632c****
6348****
6379****
637a****
637b****
63c4****
63c8****
64a4****
64a5****
64b4****
64b5****
64b6****
64b7****
64c4****
64c5****
64c6****
64c7****
6500****
6501****
6503****
6506****
6508****
6509****
6516****
652e****
66f3****
66f5****
66f8****
6709****
670b****
672f****
6731****

They all end with 0000 btw.
Title: Re: How to create Plopable items for the Mayor Menu
Post by: marsh on January 11, 2011, 09:05:47 PM
Hi. Can I register range 0621****.

I've been making lots of MM plops. I will not release many of them. But I don't want any plopables released in the future interfering with them.

,marsh
Title: Re: How to create Plopable items for the Mayor Menu
Post by: jeronij on January 12, 2011, 10:42:20 AM
He did some things differently than the rest of us.  Specifically, with avoiding Maxis Instances (He used the same group for every model, and tucked away instances from the texture bug).  I wouldn't be surprised if every prop exemplar in Vol_01 was a non-Maxis Instance, which are also "his" Group.

63-67 then I guess.

$%Grinno$%  CP Vol_01

6320****
6323****
632a****
632c****
6348****
6379****
637a****
637b****
63c4****
63c8****
64a4****
64a5****
64b4****
64b5****
64b6****
64b7****
64c4****
64c5****
64c6****
64c7****
6500****
6501****
6503****
6506****
6508****
6509****
6516****
652e****
66f3****
66f5****
66f8****
6709****
670b****
672f****
6731****

They all end with 0000 btw.

...  ::) ....  $%Grinno$% ... thanks anyway  :thumbsup:

Hi. Can I register range 0621****.

I've been making lots of MM plops. I will not release many of them. But I don't want any plopables released in the future interfering with them.

,marsh

Addded to the list, however there seems to be a possible risk with the ranges used by c.p. ... who knows..  ::)  ;) ?
Title: Re: How to create Plopable items for the Mayor Menu
Post by: MandelSoft on January 12, 2011, 02:20:47 PM
There is one big range you missed: the 5*******-range. This range is reserved for the NAM and related mods. I hope you can add this to the list.
Title: Re: How to create Plopable items for the Mayor Menu
Post by: jeronij on January 12, 2011, 02:57:46 PM
There is one big range you missed: the 5*******-range. This range is reserved for the NAM and related mods. I hope you can add this to the list.

Not sure about this one... the Type and Group are the same for MMPlops (flora) and for NAM items? ... sorry, its been a while since I played with reader, and I dont recall it atm  ::)  ;)
Title: Re: How to create Plopable items for the Mayor Menu
Post by: RippleJet on January 13, 2011, 05:20:56 AM
There is one big range you missed: the 5*******-range. This range is reserved for the NAM and related mods.

Isn't that the texture range that Tropod reserved?
Title: Re: How to create Plopable items for the Mayor Menu
Post by: Badsim on January 13, 2011, 10:36:07 AM
Hi ,

I've just been successful to create my very first Mayor Mod Ploppable item , thanks to this great & clear tutorial !  :thumbsup:

The link about how to create custom icons by Deadwoods at Simtropolis doesn't work anymore ... could you give us another link , if this tutorial or another one is available somewhere ? Thanks .  :)

For information , I have chosen 1962#### as personal range without having requested for one , let me know if it's OK for you . :thumbsup:

Cédric.
Title: Re: How to create Plopable items for the Mayor Menu
Post by: Lowkee33 on January 13, 2011, 11:57:46 AM
I saw your MD and wondered what your post here would be.  Successful or no?   ;D  Nice work.

Travis has a good tutorial Here (http://sc4devotion.com/forums/index.php?topic=4959.0).

I use PIMX.  The upside to PIMX is that you can use one image and it will scale and duplicate it for you.  The downside is that you can't make custom borders.  You can only change Icons on a plopable in PIMX as well. 

For Orange's trees, the icon was the last thing I did.  I made them work using an Icon I copied from another file.  Once that was done I made the Icons from the Zoom 4 FSH and gave them custom backgrounds I made in GIMP.  A plopable was made in PIMX.  I changed the Icon to the tree, opened the plop in Reader, copy/pasted the Icon to the tree exemplar, and changed it to the proper Instance.   
Title: Re: How to create Plopable items for the Mayor Menu
Post by: jeronij on January 13, 2011, 01:19:29 PM
Isn't that the texture range that Tropod reserved?

Thanks for the extra info...  ;) ... and no-thanks for your idea about updating the id's ranges list... havent worked that much in quite a while...   ::)  $%Grinno$%  :D :D

Hi ,

I've just been successful to create my very first Mayor Mod Ploppable item , thanks to this great & clear tutorial !  :thumbsup:

The link about how to create custom icons by Deadwoods at Simtropolis doesn't work anymore ... could you give us another link , if this tutorial or another one is available somewhere ? Thanks .  :)

For information , I have chosen 1962#### as personal range without having requested for one , let me know if it's OK for you . :thumbsup:

Cédric.

Glad to hear that the tutorial has been useful Cedric  :thumbsup: ¡¡, and added your range to the list  ;)
Title: Re: How to create Plopable items for the Mayor Menu
Post by: Badsim on January 14, 2011, 03:34:18 AM


Travis has a good tutorial Here (http://sc4devotion.com/forums/index.php?topic=4959.0).

I use PIMX.  The upside to PIMX is that you can use one image and it will scale and duplicate it for you.  The downside is that you can't make custom borders.  You can only change Icons on a plopable in PIMX as well. 
 

Thanks Carl for these informations  :thumbsup: ... it looks quite easy and not that much time consuming . 
That's good to have always something to learn . ;D

Cédric.
Title: Re: How to create Plopable items for the Mayor Menu
Post by: JayStimson on January 26, 2011, 01:36:58 PM
I'd like to reserve BA30**** if that's possible. Thanks.
BTW, I think this is a great service you provide. Much appreciated.
Title: Re: How to create Plopable items for the Mayor Menu
Post by: jeronij on January 26, 2011, 04:45:02 PM
I'd like to reserve BA30**** if that's possible. Thanks.
BTW, I think this is a great service you provide. Much appreciated.

Done, and thanks for your kind feedback  ;)  :thumbsup: ¡¡
Title: Re: How to create Plopable items for the Mayor Menu
Post by: Silur on February 16, 2011, 11:56:47 AM
May reserve for me C56C**** if that's possible. Thanks.
Title: Re: How to create Plopable items for the Mayor Menu
Post by: jeronij on February 16, 2011, 12:18:40 PM
May reserve for me C56C**** if that's possible. Thanks.


Done  ;)
Title: Re: How to create Plopable items for the Mayor Menu
Post by: kodlovag on April 08, 2011, 07:25:41 AM
Heblem using 2AB4****
Simfox using 5F83****

I started to use 5F85****  (how my texture range starts)
Title: Re: How to create Plopable items for the Mayor Menu
Post by: jeronij on April 08, 2011, 09:53:56 AM
Heblem using 2AB4****
Simfox using 5F83****

I started to use 5F85****  (how my texture range starts)

OK, added, added and added  :thumbsup:
Title: Re: How to create Plopable items for the Mayor Menu
Post by: yann on April 24, 2011, 03:44:28 AM
it's so difficulte !  I need your help jeronij

thanks in advance
Title: Re: How to create Plopable items for the Mayor Menu
Post by: Lowkee33 on May 10, 2011, 11:12:12 AM
Where are you getting stuck Yann?
Title: Re: How to create Plopable items for the Mayor Menu
Post by: yann on May 21, 2011, 02:22:28 PM
http://sc4devotion.com/forums/index.php?topic=12995.0

look at this topic, it's my problem
Title: Re: How to create Plopable items for the Mayor Menu
Post by: Lowkee33 on May 25, 2011, 01:13:40 PM
This tutorial explains what you need to do to get what you want.

It's pretty close to the same thing as with the pylons.  If you open a working Mayor Mode Plopable in Reader and change the RKT to your model, you will plant that model in-game.

The difference is that you don't want to overwrite the MMP that you originally switched.  This is where changing the Instance and the other properties comes in.
Title: Re: How to create Plopable items for the Mayor Menu
Post by: DCMetro2834 on July 12, 2011, 10:24:32 PM
I am trying to make a MM plopable after this lot: http://www.simtropolis.com/forum/files/file/15878-wild-west-wells-fargo/ (http://www.simtropolis.com/forum/files/file/15878-wild-west-wells-fargo/).

The lot has all the aspects that you need for the tutorial except for the LTEXT files. This lot comes with a DAT file in the folder when you download it; nothing else is included besides a Readme.

I am really confused, to be honest. Can this DAT file even be turned into a MM plopable?


Thanks,

DC
Title: Re: How to create Plopable items for the Mayor Menu
Post by: nbvc on July 16, 2011, 07:00:20 AM
Can you add my range to the list?
4B7C**** nbvc
Title: Re: How to create Plopable items for the Mayor Menu
Post by: supremec on August 03, 2011, 11:22:49 AM
And my range?
73C***** supremec
Title: Re: How to create Plopable items for the Mayor Menu
Post by: jeronij on August 03, 2011, 02:03:16 PM
And my range?
73C***** supremec

Done...

Can you add my range to the list?
4B7C**** nbvc

... and done too ;)

I am trying to make a MM plopable after this lot: http://www.simtropolis.com/forum/files/file/15878-wild-west-wells-fargo/ (http://www.simtropolis.com/forum/files/file/15878-wild-west-wells-fargo/).

The lot has all the aspects that you need for the tutorial except for the LTEXT files. This lot comes with a DAT file in the folder when you download it; nothing else is included besides a Readme.

I am really confused, to be honest. Can this DAT file even be turned into a MM plopable?


Thanks,

DC

Its been a long time since I made the last MMP mod, and I dont recall everything 100%, but missing LTETX files should not be a problem. You can add LTEXT files to the DAT with the Reader and then simply change the ID's and text strings to the ones you want, or you can copy two LTEXT files from another mod and copy them into the DAT and modify them.

Hope it is not too late to help... ;)
Title: Re: How to create Plopable items for the Mayor Menu
Post by: DCMetro2834 on August 03, 2011, 02:16:36 PM
Its been a long time since I made the last MMP mod, and I dont recall everything 100%, but missing LTETX files should not be a problem. You can add LTEXT files to the DAT with the Reader and then simply change the ID's and text strings to the ones you want, or you can copy two LTEXT files from another mod and copy them into the DAT and modify them.

Hope it is not too late to help... ;)

Oh, okay, thanks for the reply. :)

It's not too late :) , even though I was just toying with the idea of making MMPs. I need to learn more about the Reader and general and learn all the terms before I can do it effectively.

Thanks again,

DC
Title: Re: How to create Plopable items for the Mayor Menu
Post by: netmod on August 05, 2011, 11:20:15 PM
I would like to register 001a****
Title: Re: How to create Plopable items for the Mayor Menu
Post by: jeronij on August 06, 2011, 04:04:18 AM
I would like to register 001a****

Done ;)
Title: Re: How to create Plopable items for the Mayor Menu
Post by: Sciurus on August 06, 2011, 05:02:33 AM
I would register to 54F***** :)

Guillaume :thumbsup:
Title: Re: How to create Plopable items for the Mayor Menu
Post by: jeronij on August 06, 2011, 07:36:06 AM
I would register to 54F***** :)

Guillaume :thumbsup:

Reserved ;)  :thumbsup: ¡¡
Title: Re: How to create Plopable items for the Mayor Menu
Post by: Sciurus on August 06, 2011, 08:14:40 AM
Thank you Jeronij‼ :)

Guillaume :thumbsup:
Title: Re: How to create Plopable items for the Mayor Menu
Post by: supremec on August 06, 2011, 02:30:31 PM
Wow, sciurus you too?  ;D
Title: Re: How to create Plopable items for the Mayor Menu
Post by: Sciurus on August 06, 2011, 02:40:16 PM
What a surprise isn't it? $%Grinno$%

Guillaume :thumbsup:
Title: Re: How to create Plopable items for the Mayor Menu
Post by: supremec on August 06, 2011, 02:47:57 PM
Yes I'm surprised  :D
I hope you'll let me some props to do what I want without I do this for nothing  ;D
Title: Re: How to create Plopable items for the Mayor Menu
Post by: Sciurus on August 06, 2011, 02:50:32 PM
Of course! ;) I'll do it with my own props :P
But I think we're a bit out of subject? Let's finish the discussion here. :)

Guillaume :thumbsup:
Title: Re: How to create Plopable items for the Mayor Menu
Post by: shokthrpy on August 13, 2011, 08:21:34 PM
Hello, I wonder if I might reserve the F750 range please. 

Also on a somewhat unrelated note, does anyone know if BarbyW has gone on holiday or something?  A few of us have put in for a prop family range a while ago and have heard nothing.  Just want to make sure I'm requesting it in the right place.  Thanks in advance.
Title: Re: How to create Plopable items for the Mayor Menu
Post by: jeronij on August 17, 2011, 07:58:34 AM
Hello, I wonder if I might reserve the F750 range please. 

Also on a somewhat unrelated note, does anyone know if BarbyW has gone on holiday or something?  A few of us have put in for a prop family range a while ago and have heard nothing.  Just want to make sure I'm requesting it in the right place.  Thanks in advance.

Range added ;)

I'll copy your request about the props families ranges as well ;D
Title: Re: How to create Plopable items for the Mayor Menu
Post by: shokthrpy on August 17, 2011, 05:43:47 PM
Cheers!
Title: Re: How to create Plopable items for the Mayor Menu
Post by: gn_leugim on December 12, 2011, 09:17:37 AM
Hey there

can I call the "acef****" range mine?  ;D
Title: Re: How to create Plopable items for the Mayor Menu
Post by: jeronij on December 13, 2011, 04:08:50 AM
Hey there

can I call the "acef****" range mine?  ;D


Done ;) ¡¡
Title: Re: How to create Plopable items for the Mayor Menu
Post by: knapp on December 13, 2011, 04:20:22 AM
I would like to reserve the D24C**** range, if it's possible. Thanks very much
Title: Re: How to create Plopable items for the Mayor Menu
Post by: gn_leugim on December 13, 2011, 04:20:41 AM
Gracias :)
Title: Re: How to create Plopable items for the Mayor Menu
Post by: jeronij on December 13, 2011, 05:18:31 AM
I would like to reserve the D24C**** range, if it's possible. Thanks very much
Done 2 ¡¡  ;D

Gracias :)

De nada  ;)
Title: Re: How to create Plopable items for the Mayor Menu
Post by: knapp on December 13, 2011, 07:23:17 AM
Muchas gracias!  :thumbsup:
Title: Re: How to create Plopable items for the Mayor Menu
Post by: Dublin on December 30, 2011, 03:28:33 PM
Just a couple questions and thank you for a great tutorial. Are some props not able to be used as MMP's. The reason I ask is There have been a few that I would like to change to MMP but the lack certain items such as (only 1 LTEXT file, no PNG file, no exemplar ID, no item Icon and no item Button ID) there are FSH files that I assume could possibly be used in place of PNG files) so I wounder if they can still be changed into MMP's. Also there is no User Visible Name Key I'm guessing the missing LTEXT file has something to do with this. I'm new to using Reader but your directions are easy to follow and there are a lot of props that work well per your instructions. Thank you

Edit: OK read thru the entire post and I see That I should be able to add LTEXT files so hopefully I can also add the other files as well, I'll give it a try.
Title: Re: How to create Plopable items for the Mayor Menu
Post by: tb7 on March 03, 2012, 02:17:35 PM
could you give me the 120.. , pls?
thx  :)
Title: Re: How to create Plopable items for the Mayor Menu
Post by: jeronij on March 04, 2012, 03:18:54 AM
could you give me the 120.. , pls?
thx  :)

Done ;)
Title: Re: How to create Plopable items for the Mayor Menu
Post by: vortext on March 07, 2012, 03:02:07 PM
Does this apply to tree controllers as well? If so I would like to reserve the EEEE**** range.
Title: Re: How to create Plopable items for the Mayor Menu
Post by: mrbisonm on May 25, 2012, 06:37:12 AM
I would like to add and reserve my personal ID range please.........*2707*, as I hope that it is not taken yet. Thanks and Greetings.

Fred
Title: Re: How to create Plopable items for the Mayor Menu
Post by: Simcoug on June 04, 2012, 08:44:07 AM
I would like to request 'C008' as an ID range.  Thank you in advance.
Title: Re: How to create Plopable items for the Mayor Menu
Post by: jeronij on June 04, 2012, 01:10:07 PM
Hello to all,

It seems I missed some posts, and I apologize :)

Does this apply to tree controllers as well? If so I would like to reserve the EEEE**** range.

Sorry, this is for plop items only :(

I would like to add and reserve my personal ID range please.........*2707*, as I hope that it is not taken yet. Thanks and Greetings.

Fred

Done ¡¡ ;)

I would like to request 'C008' as an ID range.  Thank you in advance.

... and done again ¡¡ :D

Hope everything is up to date now :)

Title: Re: How to create Plopable items for the Mayor Menu
Post by: vortext on June 04, 2012, 01:16:00 PM

Does this apply to tree controllers as well? If so I would like to reserve the EEEE**** range.

Sorry, this is for plop items only :(


Could I still reserve this range though, already started using it (see link in signature). Moreover, exemplars for MMPs and tree controller are the same (except for a few properties) so it would be inconvenient if someone started releasing MMPs within this same range, creating weird and unwanted interactions between the two. Besides, I'm planning to release a few mmps as well.  ;)
Title: Re: How to create Plopable items for the Mayor Menu
Post by: jeronij on June 04, 2012, 01:46:33 PM

Does this apply to tree controllers as well? If so I would like to reserve the EEEE**** range.

Sorry, this is for plop items only :(


Could I still reserve this range though, already started using it (see link in signature). Moreover, exemplars for MMPs and tree controller are the same (except for a few properties) so it would be inconvenient if someone started releasing MMPs within this same range, creating weird and unwanted interactions between the two. Besides, I'm planning to release a few mmps as well.  ;)

Ok, if you know what you are doing, no problem then ;)  Added :D
Title: Re: How to create Plopable items for the Mayor Menu
Post by: vortext on June 04, 2012, 02:26:44 PM
Thanks  :thumbsup:
Title: Re: How to create Plopable items for the Mayor Menu
Post by: Kergelen on June 04, 2012, 03:35:44 PM
Hi,

I would like to reserve 82AA**** range.

Gràcies :)
Title: Re: How to create Plopable items for the Mayor Menu
Post by: jeronij on June 05, 2012, 10:31:00 AM
Hi,

I would like to reserve 82AA**** range.

Gràcies :)

Dit i fet ;)

Done ¡¡ :)
Title: Re: How to create Plopable items for the Mayor Menu
Post by: Kergelen on June 06, 2012, 03:19:54 PM
Gràcies de nou.

Thanks again. :)
Title: Re: How to create Plopable items for the Mayor Menu
Post by: JayStimson on June 30, 2012, 09:08:48 AM
I am trying to use VIP's new flora, the lilypads specifically, in conjunction with PEG's tahoe ploppable water (1x and 1/4x sizes and the lilipad plop as well) but the VIP lilypads are either partially covered (z stripe issue) or hidden completely. Is there a rep in the flora parameter file that can raise them a bit or is this simply determined by the model and nothing can be done ?
Title: Re: How to create Plopable items for the Mayor Menu
Post by: vortext on June 30, 2012, 09:19:15 AM
There isn't anything in the flora parameters that controls the height of the model. However you could use Cogeo's  SC4Model tweaker (http://sc4devotion.com/forums/index.php?topic=7553.msg426171#msg426171) to raise the model a bit or alternatively look up the specific MMP exampler file and convert it to Resource Key Type 4 (http://sc4devotion.com/forums/index.php?topic=13351.msg385267#msg385267) to offset the model that way.
Title: Re: How to create Plopable items for the Mayor Menu
Post by: JayStimson on July 01, 2012, 09:11:40 AM
There isn't anything in the flora parameters that controls the height of the model. However you could use Cogeo's  SC4Model tweaker (http://sc4devotion.com/forums/index.php?topic=7553.msg426171#msg426171) to raise the model a bit or alternatively look up the specific MMP exampler file and convert it to Resource Key Type 4 (http://sc4devotion.com/forums/index.php?topic=13351.msg385267#msg385267) to offset the model that way.

The Model Tweaker worked like a charm. Raised the model .3 meters and perfecto.
Many thanks.
Title: Re: How to create Plopable items for the Mayor Menu
Post by: JayStimson on July 24, 2012, 03:42:02 PM
Now for another question. I know, I'm a PITA.
Orange made the most beautiful trees I've seen yet (Fagus and Aesculus) (no offense to other creators)
and he made them as MMP items. I'd love to make them into props so I can use them in my custom lots but the PIM doesn't recognize the .dat model file. Can someone tell me how to copy and mod his model file to make props ?
Title: Re: How to create Plopable items for the Mayor Menu
Post by: vortext on July 24, 2012, 03:59:25 PM
but the PIM doesn't recognize the .dat model file.

 ()what() Should work properly. Maybe redownload again and make sure you've loaded the correct file, VIP_Or_Aesculus_Props.dat or VIP_Or_Fagus_Props.dat
Title: Re: How to create Plopable items for the Mayor Menu
Post by: JayStimson on July 24, 2012, 06:58:33 PM
I re-downloaded and re-installed but same result. I put the .dat file in the plugins directory as usual
but PIM still doesn't see it. Any other ideas ?
BTW, I've had this happen with other .dat (model) files so this is not unusual.
Title: Re: How to create Plopable items for the Mayor Menu
Post by: vortext on July 25, 2012, 12:53:09 AM
Well it is unusual for me at least. If you're familiar with the Reader you could try the following. Best to it in an empty folder btw as you'll end up with a large amount of single files.

Open the file, select all the FSH & S3D files, right-click and choose 'save as decoded'. Next open an empty. dat file, right-click, choose 'insert file' and select all the FSH & S3D files (but not the TGI files). Reindex and save .dat file.

 
Title: Re: How to create Plopable items for the Mayor Menu
Post by: Girafe on July 25, 2012, 01:04:36 AM
Plugin manager does the job well
Title: Re: How to create Plopable items for the Mayor Menu
Post by: JayStimson on July 25, 2012, 09:00:27 AM
@vortext:
I tried what you suggested but no luck. Not sure why PIM doesn't see the models sometimes.
You'd think they would show up in the model list so you could drag each one to prop but no luck.
Thanks for trying.
Title: Re: How to create Plopable items for the Mayor Menu
Post by: mrbisonm on July 25, 2012, 09:06:36 AM
I re-downloaded and re-installed but same result. I put the .dat file in the plugins directory as usual
but PIM still doesn't see it. Any other ideas ?
BTW, I've had this happen with other .dat (model) files so this is not unusual.

Just to make sure: Do NOT put (or leave) these file in a subfolder. They must be directly in the Plugins.


Fred
Title: Re: How to create Plopable items for the Mayor Menu
Post by: JayStimson on July 25, 2012, 11:01:44 AM
Okay. I have working props now using a much faster and simpler method. Thought I would share.
Made a set of dummy models in gmax (little boxes) and exported them. One for each version of the trees. Used the PIM to make them into previewable props. Replaced the resource key type 1 record in the .desc file with the one from Orange's file so it would point to the correct model. Deleted the dummy box model files. Now all is right with the world. They show up in the LE and the game perfectly. Fast and effective. Who could ask for more.

mrbisonm: yes. i no dat. i be doing this stuff awhile. thanks 4 the input ne way. i nose u just be tryin' to help.
Title: Re: How to create Plopable items for the Mayor Menu
Post by: vortext on July 25, 2012, 11:35:08 AM
Doh, of course! Why didn't I think of that.   &Thk/(  :D

And you don't even need to make dummy models first, you can just copy an existing exemplar file, generate a new instance and redirect the RKT1. Glad you've got it working!  :thumbsup:

EDIT, by the way, as for the models not showing in the PIM. I realised this does happen to me too from time-to-time but only when there're special characters in the folder name, like & , - , or just a space. Maybe that's the culprit?
Title: Re: How to create Plopable items for the Mayor Menu
Post by: JayStimson on July 25, 2012, 02:23:29 PM
Yeah. I always wondered why some .dats are a problem. I remember from my younger days in Unix that "special" characters were forbidden for filenames as the OS would try to interpret the filename as a shell command. I'll have to keep an eye out for this. It would be nice to identify the root of the problem.
Thanks for your efforts. Fun, eh ? lol
Title: Re: How to create Plopable items for the Mayor Menu
Post by: epicblunder on October 07, 2012, 03:13:37 PM
Hi!

I'd like to reserve my ID range f768---- (which is also my personal texture range).

Thanks in advance!   ;D
Title: Re: How to create Plopable items for the Mayor Menu
Post by: jeronij on October 22, 2012, 09:16:53 AM
Hi!

I'd like to reserve my ID range f768---- (which is also my personal texture range).

Thanks in advance!   ;D

Done ¡¡¡  :thumbsup:
Title: Re: How to create Plopable items for the Mayor Menu
Post by: epicblunder on October 22, 2012, 11:28:12 AM
Thank you, sir! 

:salute:
Title: Re: How to create Plopable items for the Mayor Menu
Post by: Swordmaster on October 26, 2012, 04:22:03 AM
Jeronij, can I have 0x7E0D**** ?

That's what PIMX gave me, so I'd stick to it.


Cheers
Willy
Title: Re: How to create Plopable items for the Mayor Menu
Post by: zarzyk on January 20, 2013, 06:13:44 AM
Hi. Can i use 87DB****?
Title: Re: How to create Plopable items for the Mayor Menu
Post by: jeronij on January 21, 2013, 04:22:37 PM
Jeronij, can I have 0x7E0D**** ?

That's what PIMX gave me, so I'd stick to it.


Cheers
Willy

and

Hi. Can i use 87DB****?

Both reserved ¡¡ ;)
Title: Re: How to create Plopable items for the Mayor Menu
Post by: Girafe on February 04, 2013, 09:40:07 AM
I needed some ranges so after AF44 & AF45, I took AF6 AF47 & AF48  ;)
Title: Re: How to create Plopable items for the Mayor Menu
Post by: flunight on February 08, 2013, 07:16:35 PM
Hi jeronij,
Please, give me a ID range. It may be 7b85####?
Title: Re: How to create Plopable items for the Mayor Menu
Post by: jeronij on February 10, 2013, 12:44:42 PM
Hi jeronij,
Please, give me a ID range. It may be 7b85####?

I needed some ranges so after AF44 & AF45, I took AF46 AF47 & AF48  ;)

Done ¡¡¡  :thumbsup:
Title: Re: How to create Plopable items for the Mayor Menu
Post by: krashspeed on February 24, 2013, 11:32:50 AM
I would like to reserve F7B8**** .

Thanks in advance!  :)
Title: Re: How to create Plopable items for the Mayor Menu
Post by: sandrasim1 on April 02, 2013, 03:45:12 PM
I would like to request an ID range. Thanks in advance.  :)
Title: Re: How to create Plopable items for the Mayor Menu
Post by: jeronij on April 05, 2013, 03:49:00 AM
I would like to request an ID range. Thanks in advance.  :)

Hello, glad to see you back modding ¡¡

There is plenty of room available ;) do you have some special string you'd prefer?

If no special string is needed, I can asign 2801 for instance ;)
Title: Re: How to create Plopable items for the Mayor Menu
Post by: sandrasim1 on April 05, 2013, 12:02:21 PM
Hello, glad to see you back modding ¡¡

One step at a time, thank you. I still have some BATs to finish first.  :D

If no special string is needed, I can asign 2801 for instance ;)

That will be fine.  :)
Title: Re: How to create Plopable items for the Mayor Menu
Post by: jeronij on April 06, 2013, 05:14:11 AM
Done¡¡  :thumbsup:
Title: Re: How to create Plopable items for the Mayor Menu
Post by: sandrasim1 on April 06, 2013, 11:02:34 AM
Muchas gracias!  :)
Title: Re: How to create Plopable items for the Mayor Menu
Post by: rusekrax on April 06, 2013, 06:58:12 PM
Hello,

I have two questions
1) can i register range F7EC****, which is also my texture range...?
2) this may be out of place here but since this tread is dealing with MMPs it's worth a try. is there an index somewhere for registering Occupant Groups? In my attempt to stop the wildlife to be spawned all over the place I came across the possibility to use LUA scripts to define and add occupant groups to MMPs and through that spawn automata. Now I would like to create a few of those and would, of course, like to avoid conflicts. I checked my plugins and the new_properties.xml for occupant groups that have been used and it does seem save to use my texture range as well. (since i don't think i'll be making a lot of wealth dependent textures, i could use those ranges for other stuff, right?)

my apologies if this doesn't belong here
rusekrax
Title: Re: How to create Plopable items for the Mayor Menu
Post by: metarvo on April 07, 2013, 07:19:19 AM
May I get a MMP range?  It will be appreciated.  ;)
Title: Re: How to create Plopable items for the Mayor Menu
Post by: 2b2gbi on May 04, 2013, 06:30:41 PM
I'd like to reserve 2b2c****, please.
Title: Re: How to create Plopable items for the Mayor Menu
Post by: Bipin on July 06, 2013, 12:14:36 PM
If possible, I wish to reserve the range "B191 _ _ _ _ ".
Title: Re: How to create Plopable items for the Mayor Menu
Post by: jeronij on July 06, 2013, 04:10:16 PM
Hello,

I have two questions
1) can i register range F7EC****, which is also my texture range...?
2) this may be out of place here but since this tread is dealing with MMPs it's worth a try. is there an index somewhere for registering Occupant Groups? In my attempt to stop the wildlife to be spawned all over the place I came across the possibility to use LUA scripts to define and add occupant groups to MMPs and through that spawn automata. Now I would like to create a few of those and would, of course, like to avoid conflicts. I checked my plugins and the new_properties.xml for occupant groups that have been used and it does seem save to use my texture range as well. (since i don't think i'll be making a lot of wealth dependent textures, i could use those ranges for other stuff, right?)

my apologies if this doesn't belong here
rusekrax

Hello, regarding 1) --> Done :)
regarding 2) --> I am sorry but I am not aware of such and index :(. Perhaps you may want to start it? ;)

May I get a MMP range?  It will be appreciated.  ;)

Done¡¡ I assigned 81BB****. I hope this is ok ;)

I'd like to reserve 2b2c****, please.

Reserved ¡¡  ;D

If possible, I wish to reserve the range "B191 _ _ _ _ ".

Also reserved ¡¡¡  :thumbsup:
Title: Re: How to create Plopable items for the Mayor Menu
Post by: rusekrax on July 20, 2013, 05:53:38 AM
Thank you jeronij! Maybe I will start one in a little while along with a development thread for automated MMPs, if there is any interest in that. Got some tech issues to settle first...
Title: Re: How to create Plopable items for the Mayor Menu
Post by: mgb204 on August 03, 2014, 05:25:30 AM
Hello, can I request a range for MMPs please, I would like the FFFF range since it appears to be free, but if it's not I would take whatever is available. Thanks.

Just want to add here, in lei of formal conformation, I am using the FFFF range, so please don't also use it :).
Title: Re: How to create Plopable items for the Mayor Menu
Post by: Ernestmaxis on November 08, 2015, 02:26:16 PM
I would like to request a MMP Line
Can I have EA533*** till EA534 ***  ?
Title: Re: How to create Plopable items for the Mayor Menu
Post by: Girafe on November 10, 2015, 04:43:27 AM
It seems it s free. Take it.

Could a moderator edit the 1st post with this new range, I cannot, ty  ;)
Title: Re: How to create Plopable items for the Mayor Menu
Post by: vortext on November 10, 2015, 05:05:17 AM
updated first post to include mgb's & Ernestmaxis' ranges.

Should probably also update the rest of the content sometime, it's a bit of a mess atm.  &mmm
Title: Re: How to create Plopable items for the Mayor Menu
Post by: GameFrog on January 04, 2016, 12:12:33 PM
I would like to reserve BBBB**** range if possible. If there's any problem I don't mind using another range.

Thanks. :)
Title: Re: How to create Plopable items for the Mayor Menu
Post by: vortext on January 04, 2016, 12:19:26 PM
Seems to be open still, so I've reserved the range.
Title: Re: How to create Plopable items for the Mayor Menu
Post by: Golhbul on February 19, 2016, 06:14:47 AM
Hello, can I request a range for MMPs please, I would like the DDDD range since it appears to be free, but if it's not I would take whatever is available. Thanks.
Title: Re: How to create Plopable items for the Mayor Menu
Post by: Girafe on February 19, 2016, 06:31:55 AM
Given to you

Title: Re: How to create Plopable items for the Mayor Menu
Post by: selles on June 14, 2016, 09:35:50 AM
Hello, could I please reserve the range F72C****?

Also, are there plans to fix the tutorial? It's a little difficult to follow in its current state.
Title: Re: How to create Plopable items for the Mayor Menu
Post by: 11241036 on September 18, 2016, 10:27:43 PM
Sorry to bump, but if possible, can I reserve the range F85C****?
Title: Re: How to create Plopable items for the Mayor Menu
Post by: vortext on September 21, 2016, 11:31:48 AM
Both ranges were still available so I've reserved them.  :)

And yeah, could have sworn I'd already fixed the tut to some degree, but apparently not. Will look into that.
Title: Re: How to create Plopable items for the Mayor Menu
Post by: Ernestmaxis on January 23, 2017, 10:07:38 AM
Need an extra range 535*** almost finished can I get the 536*** also?
Title: Re: How to create Plopable items for the Mayor Menu
Post by: vortext on January 30, 2017, 02:39:31 PM
Hm according to first post you have range 0xEA53**** which in theory offers space for 65k+ items. . . Now I know you're prolific in the MMP department but having a hard time believing all IIDs are already taken. Also, the next range would be 0xEA54, which is indeed still available if needed.
Title: Re: How to create Plopable items for the Mayor Menu
Post by: Ernestmaxis on January 30, 2017, 03:16:47 PM
Didnt you remeber this post? ? ? ?:)

At that moment I didnt had the experience with the hexadecimal counting with the range 533 and 534 cause it seems to work without it.
I start counting with numbers and letters on EA53500.
I could have throw all MMP's away but didnt cause you wanted to. At the time I have released the first lex upload I had made 269 MMP's.

A year later I started again with the range of 535
With a count of 393 MMP's with 8 rotable clicks = 3040 clicks
I start counting with numbers and letters on EA53500.
So im on EA535C09 so all the IID from EA535 are beeing used (see document in the attachment)

Hope you understand

Ernest

------------------------------------------------------------------------------------------------------------------------------------------------[em



Hi Ernest,

yes of course you can also continue in the current range. Though again I'd advice you to keep track and work systematically because it's very easy to lose oversight (speaking from experience here ::)).

Quote from: Ernestmaxis on December 09, 2015, 09:15:36 AM

    I have tried them all. All MMP's are working even if I have used a non hexadecimale range.


Hm yeah, I may have explained this poorly. The numerals 0 t/m 9 are part of the hexadecimal system too, so the MMPs will work fine indeed, don't worry.

What's different - and slightly confusing - is that the hexadecimal system also uses letters to count with, namely A(=10), B(=11), C(=12), D(=13), E(=14), F(=15). It's weird to count with letters at first and definitely takes some getting used to.

To take an example from MMP Vending machine 7-Up.dat. The IIDs jumps from EA533779 to EA533780. However, this leaves EA53377A t/m EA53377F unused.

I hope it's clear that skipping those 6 available IIDs will add up to quite a large number of unused IIDs in the long run, especially seeing your new and ambitious project. However, I understand you don't want to change course halfway so just keep the letters in mind for future undertakings.

Finally, it really is a monumental MMP project, it will be greatly appreciated by many for sure!  :thumbsup:

Take care, Erik
Title: Re: How to create Plopable items for the Mayor Menu
Post by: mgb204 on January 30, 2017, 03:56:36 PM
I don't think anyone wants to stifle creativity or create more work for modders. But if ranges are simply allocated without due care, we'd soon run out of IDs for people to use. It's not practical to maintain a database of randomly selected IDs, we're talking billions of IDs here. So the only way to manage it is to group them into sets based on the prefix or "family" ID. If you've been allocated IDs and skipped the use of some, the best solution is to go back, find those you didn't use and start with them. Giving out new ranges might be the easy solution for you as a modder, but it brings real problems for managing the ranges.

If you need help understanding Hexadecimal IDs, we're willing to talk you through it. In fact, I can go one better. Give me your assigned range, along with the list of used IDs. I'll send you a spreadsheet in numerical order (hex) of the remaining IDs, so you can just tick them off as you use them. I know cases where millions of IDs are basically now unusable because of bad practises in terms of the ordering/management of assigned IDs. Just giving out more in these circumstances is not the solution.

I hope you understand, this isn't meant to tell anyone off, but it's better to work with you and others to teach and resolve problems, than simply try to swerve around them.
Title: Re: How to create Plopable items for the Mayor Menu
Post by: twalsh102 on January 31, 2017, 09:12:56 AM
Ernest,
Just in case it isn't/wasn't understood (as you weren't familiar with Hex numbers at the time, it obviously wasn't), whenever a range if IDs is allocated (whether here, or for textures, or for family IDs), those numbers replaced by the asterisk denote the ID range you have to work with.

According to Vortext's post, you have the entire range 0xEA53****, this equates to 0xEA530000 - 0xEA53FFFF.  In Hex, this means you have FFFF number of IDs to work with (try to think of the last 4 digits as your working range).  FFFF in hex equates to 65535 in decimal.  So that's how many IDs you can create within the range you currently have allocated to you.  I think you missed Vortext's point that your allocated range is actually bigger than you thought it was.

If your spreadsheet lists all the ranges you've used so for (with each range equating to 8 IDs), you still have a huge number of potential IDs available to you.  As mgb204 said, ID ranges cannot be issued to meet some preconceived numbering scheme.  They have to be issued within a contiguous range, and with the understanding that most or all IDs within the allocated range will be used before a new range is allocated.  Trying to manage allocations any other way just isn't doable.

Since your spreadsheet ends at 5C09, you still have 5C0A - FFFF to work with.  Even if you don't go back and fill in all the holes, that equates to another @42,000 IDs to work with.  If you do go back and use IDs found in the two large existing holes, you have 8300+ unused IDs before your first listed range (0000 - 2091), and another 3900+ between the first and second listed range (209A - 2FFF).  Thereafter, in each listed range until you started using all the hex characters (right about #270), you're were giving up 6 IDs (A-F) in each range (or about 1600 IDs) (trying to go back and recapture those IDs would probably turn into a nightmare for you as far as documenting what's used where, so those IDs are probably realistically lost to you).

Since essentially every item in the game is referenced by a Hex number, as a creator of custom content, while you don't have to be an expert in HEX, a basic understanding is certainly necessary.  Looking at your spreadsheet and reading your post, it looks like your understanding is there now, but you got confused as to what your total range was.

Also, in case you weren't aware, if you open the Calculator available in Windows, and change the view to Programmer, you can easily translate a Hex number to Decimal, or vice-versa.  You can also conduct math operations using Hex numbers, the most useful of which would probably be subtracting the last 4 characters of your last used ID from FFFF, then translate the result to Decimal, to give you an idea of how many remaining IDs you have available.
Title: Re: How to create Plopable items for the Mayor Menu
Post by: evarburg on March 19, 2018, 12:25:48 PM
Just checking that thread, and is it only me or does the very first jeronij's post show up as (rather illegible) code ?
Title: Re: How to create Plopable items for the Mayor Menu
Post by: Andreas on March 19, 2018, 12:29:41 PM
It's not "illegible code", but rather some former HTML code that doesn't show up as HTML anymore, so the tags are included as plain text. Try to ignore everything that is in <...> brackets, then you should be fine. :)
Title: Re: How to create Plopable items for the Mayor Menu
Post by: Tarkus on December 01, 2018, 09:33:13 PM
I've gone ahead and fixed jeronij's first post here, since I have a little extra BBCode at my disposal as an Admin.  Coincidentally, I also need a range for MMPs and the like for a new project--since AE85 doesn't appear to be taken, I am going to reserve it.

-Alex
Title: Re: How to create Plopable items for the Mayor Menu
Post by: evarburg on August 20, 2019, 04:00:40 PM
I'd like to try something new and learn how to make MMPs. I made evergreen trees out of some CP trees (among others), i.e. they are not seasonal anymore but always springy ; and I'd like to make those evergreens into MMPs. I suppose I would also need an ID range (or something ?)***

And thank you, Tarkus, for fixing the Jeronij tutorial ! (But the picts are gone ... And I am not sure it will help me make those trees into MMPs...)

***...In fact, I believe I was issued one : Prop Family ID Range for User:     tariely
Range Allocated:  0x5F85FB00 -> 0x5F85FBFF 

Is that it ?